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Fairla Sunnybank, Human Mage of High Sorcery Abjuration Wizard


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Fairla Sunnybank PortraitFairla Sunnybank

Variant Human Mage of High Sorcery Abjuration Wizard

Name: Fairla Sunnybank

Character Concept: Fairla is a defensive, support-type wizard. A member of the Order of the White Robes, she is kindhearted and protective. Her specialty is abjuration spells.

Race, Background, Subclass Class: Variant Human; Mage of High Sorcery; Abjuration Wizard

Description: Fairla is a cheerful woman of 30 years. She has shoulder-length brown hair and brown eyes. She is slightly nearsighted from having spent many years studying indoors. She has a stout build, but is surprisingly light on her feet. She is quick to smile and exudes warmth and kindness.

She typically wears the white robes of her order. She carries a leather-bound spellbook with the triple moon symbol of the order of high sorcery and the Bag of Holding her mentor gave her as a graduation present.

Fairla is outgoing and kind to everyone she comes across (except those who are openly and actively hostile to her or her friends). She sees the best in people, even when it's not there. She has a protective nature and is determined to help all who come into harm’s way. She believes magic is a tool meant to serve others and does not care for those who use it for evil; she strictly follows her Order's rule of using magic only to make the world a better place.

Plothook: Fairla is a Solamnian human and a member of the Order of the White Robes. She has come to Kalaman to stop the dragon army and help the refugees.

Past is Prologue: Fairla was born in Palanthas to a family of healers. Her parents, Laurel and Frazer Sunnybank,lab.png.6dabad88bb07ed848976aa5377dab546.png dedicated their lives to easing the pain of others. Her older sister, Rosa, followed in their path, and it was expected that Fairla would as well. As soon as Fairla was old enough to carry gauze and ointments, her parents took her along to assist them. Spending all her time surrounded by the sick and injured and observing her parents’ work inspired Fairla to live her life in service of others.

However, Fairla wanted the power to intervene before people got hurt. At age ten, having displayed a talent for wizardry, she became an apprentice to the mighty wizard, Cassandra Hallowell, under whom she studied for ten years. Lady Cassandra was a mordacious and demanding Lady Hallowellmaster, but she gave Fairla a profound and comprehensive education. Fairla in turn proved to be a capable student, learning not only magic, but also languages and history. She even developed telekinetic powers after extensive practice with the Mage Hand cantrip. The mentor and student grew close, especially as Lady Cassandra advanced in years. At the end of her apprenticeship, Fairla was ready to put her education to use. She passed the Test of High Sorcery and set off to use her powers for good.

Fairla has spent the last ten years wandering around Solamnia, helping others when she can, and taking on paid work when necessary. She has done all she can to protect the weak and defenseless and she has no plans to stop anytime soon. When rumors of a draconic army to the east spread to Solamnia, Fairla traveled to Kalaman, where she was sure her services would be most needed.

Truths, Rumors, and Lies:

  1. [True RumorTiny Hut can be a real lifesaver.] Fairla once single-handedly thwarted a band of marauding ogres by erecting a magical barrier that held them at bay until help arrived.
  2. [False RumorShe only has her standard abjuration spells, but she’d love to own a Cube of Force someday.] Fairla possesses a mysterious amulet rumored to grant its wearer invincibility in times of dire need, a powerful artifact she keeps hidden away for safekeeping.
  3. [True or False Rumor] Fairla has a secret romantic relationship with Sir Marston Gwinnette, a dashing knight of the Knights of Solamnia, though she remains discreet about her affections.

Include at least two of the following in your application:

Is Might Right?

No. Justice is a social construct meant to maintain order and protect the weak. It is the duty of the mighty to uphold ideals of justice so that everyone can be happy. To force compliance, violence may hold sway, but team work is the truly better way.

Music:

"Take A Giant Step" -> Fairla's personality in a song.

"Love is here where I live" -> If Everything But The Girl existed in Krynn, this would be Fairla's favorite song.

Edited by morgan_ (see edit history)
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Variant Human Lineage

Ability Score Increase: Two different ability scores of your choice increase by 1. (Dexterity, Intelligence)
Size: Medium
Speed: 30 ft.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Skills. You gain proficiency in one skill of your choice (Medicine)

Feat. You gain one feat of your choice. (Linguist)

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. (Solamnic)

Source: PHB, page 31.

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Mage of High Sorcery Background

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Arcana, History
Languages: Two of your choice (Elvish, Gnomish)
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery

You gain the Initiate of High Sorcery feat.

   In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Building a Mage of High Sorcery Character

Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

   Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket. (A spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery)

Source: DSotDQ, page 30

Feature

Personality Trait
I judge people by their actions, not their words.
If someone is in trouble, I'm always ready to lend help.

Ideal
Self-Improvement. The goal of a life of study is the betterment of others. (Any)
Respect. People deserve to be treated with dignity and respect. (Good)

Bond
I protect those who cannot protect themselves.

Flaw
I'm a sucker for a pretty face; it's very easy to win my trust.

Edited by morgan_ (see edit history)
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Abjuration Wizard Class

Lvl.

PB

Features

Cantrips Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Spellcasting, Arcane Recovery

3

2

2nd

+2

Arcane Tradition

3

3

3rd

+2

3

4

2

4th

+2

Ability Score Improvement

4

4

3

5th

+3

4

4

3

2

Hit Points

Hit Dice: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment

You start with the following items, plus anything provided by your background.

   (a) a quarterstaff or (b) a dagger

   (a) a component pouch or (b) an arcane focus

   (a) a scholar’s pack or (b) an explorer’s pack

   A spellbook

Level 1

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

   Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

   Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

   The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + 3 + 4 = 15

Spell attack modifier = 3 + 4 = 7

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Arcane Recovery (2 levels)

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

   For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Level 2

Arcane Tradition - School of Abjuration

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the
class description.

   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

   Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

   While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

   Once you create the ward, you can't create it again until you finish a long rest.

Level 4

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Feat – Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Spellcasting

Cantrips Known: 3 -> 4 (+1 from Initiate of High Sorcery feat)

(Learned Mending)

Level 5

HP

Level 5 Max HP: 26 -> 32

Spell Slots

Spells Prepared: 8 -> 9

Cantrips Known: 4 (+1 from Initiate of High Sorcery feat)

Level 1: 4

Level 2: 3

Level 3: 0 -> 2

Edited by morgan_ (see edit history)
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Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. (Light)

Lunar Spells

Moon

1st-Level Spell

Nuitari

 

Choose two from dissonant whispers, false life, hex, and ray of sickness

 

Lunitari

 

Choose two from color spray, disguise self, feather fall, and longstrider

 

Solinari

Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

 

Level 4 Bonus Feat

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery Feat

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the Abjuration or Divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Lesser Restoration)

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

 

Source: Dragonlance: Shadow of the Dragon Queen

 

Level 1 Variant Human Feat

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice. (Dwarvish, Kenderspeak, Primordial)
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Source: PHB, page 167

Level 4 ASI Feat

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything, page 81

Edited by morgan_ (see edit history)
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Inventory

Money

Gp Sp Cp
36 4 4

Equipped

Item Wt. Qty. Gp Notes
Carrying Capacity -150      
Bag of Holding 15 1 x starting equipment, uncommon magic item
Clothes, Common 3 1 0.5 starting equipment
Healer's Kit 3 1 5 10/10 uses remaining
Orb 3 1 20 starting equipment
Quarterstaff 4 1 0.2 starting equipment
Robes 4 1 1  
Spellbook 3 1 50 starting equipment

Bag of Holding

Item Wt. Qty. Gp Notes
Carrying Capacity -500      
Abacus 2 1 2  
Backpack 5 1 2 starting equipment
Ball Bearings (bag of 1000) 2 1 1  
Bedroll 7 1 1  
Bell 0 1 1  
Blanket 2 1 0.5  
Block and Tackle 5 1 1  
Book 5 1 0.5 starting equipment
Bottle, Glass 2 1 2  
Bucket 2 1 0.05  
Candle 0 5 0.05  
Case, Map or Scroll 1 1 1  
Clothes, Fine 6 1 15  
Clothes, Traveler's 4 1 2  
Crowbar 5 1 2  
Fishing Tackle 4 1 1  
Flask 1 1 0.02  
Grappling Hook 4 1 2  
Hammer 3 1 1  
Hammer, Sledge 10 1 2  
Healer's Kit 3 1 5 10/10 uses remaining
Ink Pen 0 2 0.04 starting equipment
Ink, Black 0 1 10 starting equipment
Ink, Blue 0 1 10 starting equipment
Lantern, Hooded 2 1 5  
Little Bag of Sand 0 1 0 starting equipment
Manacles 6 1 2  
Mess Kit 1 1 0.02  
Oil (flask) 12 12 1.2  
Parchment (sheet) 0 10 1 starting equipment
Perfume (vial) 0 1 5  
Pick, Miner's 10 1 2  
Piton 2.5 10 0.5  
Pouch 0 1 0.5  
Rations (1 day) 10 5 2.5  
Rope, Hempen (50 ft.) 10 1 1  
Rope, Silk (50 ft.) 5 1 10  
Sack 0 1 0.01  
Scale, Merchant's 3 1 5  
Sealing Wax 0 1 0.5  
Shovel 05 1 2  
Signal Whistle 0 1 0.05  
Small Knife 0 1 0 starting equipment
Soap 0 1 0.02  
Spikes, Iron 5 10 1  
String (10 ft.) 0 1 0  
Tent, Two-Person 20 1 2  
Tinderbox 1 1 0.5  
Vial 0 10 10  
Waterskin 5 1 0.2  
Wine, Common (pitcher) + pitcher 16 2 0.44 estimated weight
Wine, Fine (bottle) 2.5 1 10 estimated weight

Horse

Item Wt. Qty. Gp Notes
Riding Horse -480 1 75  
Bit and Bridle 1 1 2  
Riding Saddle 25 1 10  
Saddlebags 8 1 4  
Feed (1 day) 100 10 0.5  

Trinket

05 - A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery (DSotDQ, page 30)

Other

Starting Gold Roll -> 125 Gp

Absorb Elements Spell Scroll Roll -> 35 Gp

Alarm Spell Scroll Roll -> 30 Gp

Mage Armor Spell Scroll Roll -> 31 Gp

Dispel Magic Spell Scroll Roll -> 270 Gp

Spell Scroll + Inks Initial Purchase: Alarm (30 + 25Cost halved for copying abjuration spell Gp); Dispel Magic (270 + 75Cost halved for copying abjuration spell gp) = 400 Gp

Edited by morgan_
spell scroll price increases (see edit history)
Name
Starting Gold Roll
5
1d10 5
Absorb Elements Spell Scroll Roll
6
1d6 6
Alarm Spell Scroll Roll
1
1d6 1
Mage Armor Spell Scroll Roll
2
1d6 2
Dispel Magic Spell Scroll Roll
3
1d6 3
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Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the
    target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it
    as an action.
    If you target an object held or worn by a hostile
    creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. ( ) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  9. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  10. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Initiate of High Sorcery feat
  11. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  2. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  3. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  4. (P) Lesser Restoration2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. (p) Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
Edited by morgan_ (see edit history)
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Lines & Veils

Lines

  • Graphic violence against children

  • Sexual violence

Veils

  • Intraparty conflict
  • Sex scenes

Thumbs-Up (stuff you’d actually be happy to see!)

  • Dragons!

  • Intrigue!

   Anything you’d rather others not read, but need to tell me, put it in a private-text bubble.

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Posted (edited)

fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

Human Mage of High Sorcery Abjuration Wizard


AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
StrStrength Save: +0
Athletics: +0
:
10 (+0) | DexDexterity Save: +2
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2
:
14 (+2) | ConConstitution Save: +2
Constitution Checks: +2
:
14 (+2) | IntIntelligence Save: +7
Arcana: +7
History: +7
Investigation: +7
Nature: +4
Religion: +7
:
18 (+4) | WisWisdom Save: +2
Animal Handling: -1
Insight: -1
Medicine: +2
Perception: -1
Survival: -1
:
8 (-1) | ChaCharisma Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1
:
12 (+1)

Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
: 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
: 14
/14 HP


“My words,” | ‘My thoughts,’ | My actions...


This is a template.

OOC

I don’t always put OOC content in my posts, but when I do, I put it in here.

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the
    target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it
    as an action.
    If you target an object held or worn by a hostile
    creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: N/A*
    Duration: 1 minute

    A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. ( ) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  9. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  10. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    *Initiate of High Sorcery feat
  11. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  2. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  3. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  4. (P) Lesser Restoration2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. (p) Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]

Stat Block

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Actions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
Telekinetic

Inventory

Gp: 52 Sp: 4 Cp: 4

Equipped

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale, Merchant's
  40. Sealing Wax
  41. Shovel
  42. Signal Whistle
  43. Small Knife
  44. Soap
  45. Spikes, Iron
  46. String (10 ft.)
  47. Tent, Two-Person
  48. Tinderbox
  49. Vial
  50. Waterskin
  51. Wine, Common (pitcher) + pitcher
  52. Wine, Fine (bottle)

Riding Horse

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
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Posted (edited)
Statblock

Medium humanoid (Human), Neutral Good
Age: 30 years old | Height: 5'2" | Weight: 155 lbs.
Armor Class: 12 (15 with Mage Armor) | Max HP: 32 (5d6 HD)
Speed: 30 ft.
Proficiency Bonus: +3

 

STR
10 (+0)

Save: +0
Athletics: +0
Carrying Capacity: 150 lb.
Lift/Push/Drag: 300 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2




 

INT
18 (+4)

Save: +7
Arcana: +7
History: +7
Investigation: +7
Nature: +4
Religion: +7

WIS
8 (-1)

Save: +2
Animal Handling: -1
Insight: -1
Medicine: +2
Perception: -1
Survival: -1

CHA
12 (+1)

Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1

 


 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 9, passive Insight 9, passive Investigation 17
Languages: Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, Solamnic

Proficiencies: Light Crossbow, Dagger, Dart, Quarterstaff, Sling 

Actions

Initiate of High Sorcery.

You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. (Light, Comprehend Languages, Shield)

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the Abjuration or Divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Lesser Restoration)
Bonus Actions
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions
 
Edited by morgan_ (see edit history)
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